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SirPootis

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About SirPootis

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    beautiful place.
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  1. I'm sorry, I already claimed ghost town. I can try to think of an alternative if you've got a clear-cut gimmick in mind already
  2. Oooooo, I like this idea a lot! @Cutman First Map: Doom E1M7 Second Map: Plutonia MAP05 Desired Slot: MAP08
  3. Gotta say I love Hunt: Showdown's sound design. Gunshots you can always hear (and different sounds dependent on distance, so keen hunters can actually get a feel for exactly where a hunter is just by hearing a distant shot), plus footsteps that, while a bit loud, help to pinpoint a hunter's exact location. Add in the AI opponents that always make some kind of noise, dogs and chickens that bark when hunters get near, and the great ambient noises, and you have an atmospheric pvpve shooter that also gives you all the intel you need if you pay attention
  4. "Some are born to move the world To live their fantasies But most of us just dream about The things we'd like to be Sadder still to watch it die Than never to have known it For you, the blind who once could see The bell tolls for thee . The bell tolls for thee" -"Losing It", by Rush (the whole song is just so good. gives me that good ol' existential dread we all crave before suddenly busting out a cathartic string solo in 11/8 time) (also R.I.P. Neil Peart. One of the best to ever do it.)
  5. Currently in a bit of a creative block of sorts, mainly dealing with life stuff and whatnot. I am in the planning stages and generally drawing out what I want to do, and coming up with some encounter ideas and fun landmarks. What I do have is a tentative starting view of the map:
  6. - AMD Ryzen 5 5600X - NVIDIA RTX 3060 12GB - 32GB DDR4-3600 RAM - 2TB SSD + 2TB HDD + 1TB HDD - Housed inside a Fractal Design Focus 2 case - Windows 10 - 2 Monitors: 24" ASUS VG248 165Hz monitor and a 16" 1440 x 900 Dell monitor that's about as old as some of the users on this forum :p (naturally, it's my discord / background music/video monitor) - Keyboard is a ZSA Moonlander Mk1 with Cherry MX Brown switches - Mouse is a Logitech G502 Proteus Spectrum (the only mouse I'll ever use)
  7. Following this project (and mapping for it) was so fun! So many good maps in this. HELL YEAH!
  8. been on a "searching for songs from semi-obscure video games i used to play as a kid" phase lately. it's fascinating how revisiting the OSTs from video games i loved as a kid made me realize just how much those songs influenced my current tastes in music, even decades later
  9. You can also right click the texture image in the Edit Linedef window to clear it
  10. Akhasic Migraine has a few banger tracker songs in it (it's a single-level wad, so there's only menu, map, and intermission music). An excellent snack for people that like their amen breaks. Time Tripper, too. So many good songs in that as well.
  11. For difficulty implementation, I like to go as follows: Hard Skill (UV/NM): When I'm originally making the map, this is what I initially balance my monster and item placement around. Once I finish the initial map layout and monster/item placement, then I'll make two more passes and rebalance items for lower skills, starting with Medium Skill (HMP): During my first balancing pass I'll comb through the entire map layout and I'll generally remove some monsters here and there. Sometimes I'll remove a very strong enemy from a certain encounter or cull some of the weaker fodder enemies in a more heavily-populated fight. Easy Skill (ITYTD/HNTR): Then once I finish with medium skill balancing I'll make a second balancing pass through the map and remove more enemies. For easy skill I also like to add more health and ammo to give beginner players a more accessible time. (Also, consider how much ammo you're taking away from the player if you, for example, replace a room/closet full of shotgun guys with a room/closet full of zombiemen. Maybe place extra ammo to counteract the missing ammo from the replaced/removed enemies). Sometimes I'll replace some powerups with stronger ones, like placing a blue armor instead of a green armor, or a megasphere instead of a soulsphere. I'll also make a handful of monster replacements for this skill, usually. I fall into the 'when in doubt, replace it with an imp' camp for this, hehe. When it comes to playtesting, there's certain criteria I'd like the difficulties to fall under for my maps to be considered balanced properly (at least, according to me): UV: Usually people like to be able to UV-MAX the map to consider this balanced, but I also want to ensure that I can beat the map without obtaining any secrets. That helps me figure out how to balance the secrets in my map so they fall into the nice balance where it's a satisfying thing to find that rewards exploration or a keen eye, but isn't required to find in order to even complete the map. HMP: Basically the same as UV, I'll play normally and if I can get 100% kills without having to find any secrets, then I'll consider this difficulty balanced for the map. ITYTD/HNTR: I do the same thing as the above skills, except I stole esselfortium's idea (was it essel's? can't remember) of getting 100% kills by playing keyboard-only. If I can do that, then I can safely presume that a beginner player can complete the map without MAX-ing it on M+K without much issue. Some other things I like to do: - I like to kinda keep a general ratio in my head for monster counts across skills. I forget which youtube video mentioned it, but for example if my map has 100 monsters on UV, then I'll aim to lower the monster count to around 80-85 monsters for HMP, and around 50-60 monsters for ITYTD/HNTR. - Replacing monsters and items is a nice way to balance a certain area without taking too much out. Generally I'll replace a handful of stimpacks with medkits for easy skill, and replace strong mid-tier enemies like revs and hellknights to pinkies or imps for easy skill. Maybe I'll replace a small ammo pickup for a large ammo pickup here and there.
  12. I have a randomized slideshow that cycles every 6 hours or so, here's a select few: (spoilered since they're all large images)
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